Academic literature on the topic 'Metal Gear Solid 2 (Game)'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Metal Gear Solid 2 (Game).'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Metal Gear Solid 2 (Game)"
Purnomo, SF Luthfie Arguby, and Khristianto Khristianto. "Proposing a Gaming Language Analysis Procedure to Reveal Video Game Ideology through Ludic Linguistics." Register Journal 12, no. 2 (November 27, 2019): 235–61. http://dx.doi.org/10.18326/rgt.v12i2.235-261.
Full textPettini, Silvia. "Auteurism and game localization — revisiting translational approaches." Culture & Society issue 4, no. 2 (December 31, 2015): 268–88. http://dx.doi.org/10.1075/ts.4.2.05pet.
Full textSf. Luthfie Arguby Purnomo, Dyah Nugrahani, Sf Lukfianka Sanjaya Purnama,, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (January 30, 2017): 107. http://dx.doi.org/10.18326/rgt.v9i2.696.
Full textPurnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.107-123.
Full textPurnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.1148.
Full textNae, Andrei. "Shakespeare and the Accumulation of Cultural Prestige in Video Games." Acta Universitatis Sapientiae, Film and Media Studies 17, no. 1 (October 1, 2019): 115–28. http://dx.doi.org/10.2478/ausfm-2019-0018.
Full textLutfiyanto, Agung Hanifan, and Arkhan Subari. "RANCANG BANGUN PINTU WAHANA OTOMATIS MENGGUNAKAN SENSOR ULTRASONIK HC-SR04 SEBAGAI PENGUKUR TINGGI BADAN DAN SENSOR LOAD CELL DENGAN HX711 SEBAGAI PENGUKUR BERAT BADAN BERBASIS ARDUINO MEGA 2560." Gema Teknologi 19, no. 2 (April 30, 2017): 14. http://dx.doi.org/10.14710/gt.v19i2.21865.
Full textKurniawan, Muhammad Hafiz. "What Can Genre Tell Us? Metal Gear Solid V: The Phantom Pain." KnE Social Sciences, February 19, 2020. http://dx.doi.org/10.18502/kss.v4i4.6481.
Full textHammar, Emil Lundedal. "Manufacturing Consent in Video Games—The Hegemonic Memory Politics of Metal Gear Solid V: The Phantom Pain (2015)." Nordlit, no. 42 (November 11, 2019). http://dx.doi.org/10.7557/13.5016.
Full textDissertations / Theses on the topic "Metal Gear Solid 2 (Game)"
BRANDÃO, Luis Rodrigo Gomes. "Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.
Full textMade available in DSpace on 2016-08-22T12:57:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5) Previous issue date: 2016-01-29
Devido ao diferencial da interatividade, os jogos digitais possuem um singular potencial narrativo que permitem os jogadores construírem suas próprias narrativas mesmo em gêneros lúdicos com pouca ou nenhuma história explícita. Consolidada como uma linguagem própria dos jogos digitais, a narrativa emergente usufrui princípios multidisciplinares do game design para prover a multiformidade nos games, principalmente nos gêneros sandbox e mundo aberto. Apesar do frequente questionamento da validade da experiência do jogador como uma narrativa pela indústria do entretenimento interativo, a crítica especializada e a comunidade gamer, a narrativa emergente também contém diferentes tipos e efeitos de imersão narrativa, além de atender a todas as funções narrativas, porém colocando o jogador num papel ativo e de coautoria da história. A pesquisa exploratória realizada neste trabalho identificou doze elementos emergenciais provenientes da mecânica e do comportamento dos jogadores que fomentam a narrativa emergente nos jogos digitais, servindo de base para o estudo de caso do jogo Metal Gear Solid V: The Phantom Pain. Além de servir como modelo de análise para jogos de gêneros afins, esse doze elementos emergenciais também podem auxiliar na concepção de mecânicas de jogos digitais com elevada narrativa emergente.
Due to the differential of interactivity, digital games have a singular narrative potential that let players build their own narratives even in ludic genres with little or no explicit story. Consolidated as a language of digital games, the emergent narrative enjoys multidisciplinary principles of game design to provide the multiformity in games, especially in the sandbox and open world genres. Despite the frequent questioning of the validity of the player's experience as a narrative by the interactive entertainment industry, specialized press and the gaming community, the emergent narrative also contains different types and effects of narrative immersion, in addition to service all narrative functions, but putting the player in an active role and co-author of the story. Exploratory research performed in this work identified twelve emergency elements from mechanical and behavior of the players that promote emerging narrative in digital games, providing the basis for the case study of the game Metal Gear Solid V: The Phantom Pain. In addition to serving as an analytical model for game related genres, this twelve emergency elements can also assist in the conception of game mechanics with high emergent narrative.
Bêty, Jean-Marc. "Metal Gear Solid V et Hideo Kojima : procédés de transmission et rhétorique auctoriale procédurale." Thèse, 2016. http://hdl.handle.net/1866/18695.
Full textThis memoir will analyse the different processes of transmission used in Metal Gear Solid V: The Phantom Pain (2015) and Metal Gear Solid V: Ground Zeroes (2014) in order to grasp the whole auctorial vision of the Metal Gear Solid series director, Hideo Kojima, which will in turn allow us to understand the meaning of the rhizomatic communicational network that precedes or accompanies these video games. My research will be divided in three sections. The first section will focus on the publicity (and therefore social signs) that surrounds the two parts of Metal Gear Solid V. The second section will present a story analysis where historical and intermedial inspirations of both games will be discussed. The third section will analyse the interactive model of Metal Gear Solid V: Ground Zeroes and Metal Gear Solid V: The Phantom Pain. That chapter will focus on the often unsuspected advantages of the logical videoludic systems as means to influence the player to abandon or to adopt new sociopolitical perspectives. This memoir will decompose how Metal Gear Solid V uses and unites a maximum of transmission methods to persuade its public to give in to its auctorial message, which will hopefully demonstrate the rhetorical potential of a thoughtful union of paratext and content within videoludic works.
Books on the topic "Metal Gear Solid 2 (Game)"
Birlew, Dan. Metal Gear Solid 2: Substance : official strategy guide. Indianapolis, IN: BradyGames, 2003.
Find full textMetal gear solid 2: Substance : official strategy guide. Indianapolis, IN: BradyGames, 2003.
Find full textMetal gear solid 2: Sons of liberty : official strategy guide. Indianapolis, Ind: BradyGames Pub., 2002.
Find full textBenson, Raymond. Metal gear solid 2.: Sons of liberty. New York: Ballantine Books/Del Rey, 2009.
Find full textBenson, Raymond. Metal gear solid 2.: Sons of liberty. New York: Ballantine Books/Del Rey, 2009.
Find full textHoneywell, Steve. Metal gear solid, VR missions: Prima's official strategy guide. Rocklin, Calif: Prima Games, 1999.
Find full textKnight, David. Metal gear solid peace walker: Prima official essential guide. Roseville, CA: Prima Pub., 2010.
Find full textBooks, Lantern. Metal gear solid V, the phantom pain: The ultimate stealth guide. [Place of publication not identified]: Lantern Books, 2015.
Find full textInc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.
Find full textBook chapters on the topic "Metal Gear Solid 2 (Game)"
Green, Amy M. "Metal Gear Solid V: The Phantom Pain’s Denial of Player Expectations: The War Game that Isn’t." In Posttraumatic Stress Disorder, Trauma, and History in Metal Gear Solid V, 15–26. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-62749-6_2.
Full text"“Turn the Game Console off Right Now!”:War, Subjectivity, and Control in Metal Gear Solid 2." In Joystick Soldiers, 268–87. Routledge, 2009. http://dx.doi.org/10.4324/9780203884461-29.
Full textGomez, Jorge. "A Match Made in “Outer Heaven:”." In Gamification, 159–93. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch009.
Full textConference papers on the topic "Metal Gear Solid 2 (Game)"
Kojima, Hideo. "METAL GEAR SOLID 2 SONS OF LIBERTY." In ACM SIGGRAPH 2001 video review. New York, New York, USA: ACM Press, 2001. http://dx.doi.org/10.1145/945191.945229.
Full text